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Hyprodimus Prime

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Everything posted by Hyprodimus Prime

  1. Some of them arent too fancy, just lasso and paste, but I love them. Use them if you like too and if you need a bigger size PM me. Most are 1440x900, but photobucket shrinks it. All of them have a similar format, a collage or pose of the ship, then the name of the ship in Aurabesh, and some minor details like Insignias and affiliation emblems. Aggressor Destroyer http://s15.photobucket.com/albums/a368/hyp...t=Aggressor.jpg B-Wing http://s15.photobucket.com/albums/a368/hyp...ingdesktop2.jpg X-Wing http://s15.photobucket.com/albums/a368/hyp...ent=ZachDT2.jpg Acclamator Assault Ship http://s15.photobucket.com/albums/a368/hyp...orwallpaper.jpg Kedalbe Battleship http://s15.photobucket.com/albums/a368/hyp...=kedalbe2-1.jpg
  2. Off topic but how do you open the xml files?
  3. Ill do one for FoC because I dont play EAW anymore. Graphics (assumed on maximum) id rate 9, however the units are very choppy in the movements which counter acts the realism the high graphics try to achieve. If I were to rate that it would be a 6. Playability means how smooth it plays right? No glitches, no awkward moments, good tutorials, ballenced factions and units. Id give that an overall 7. Some of the units are over powered and a couple of glitches here and there. I liked the storyline, but I think it could have used some work on character development. 7 Sound were good I think. I dont really have much to compare it too but authentic enough for a StarWars game. 9 Interest level is completely subjective IMHO. This is a starwars game. Some people dont like SW. StarCraft is universal with no prior history. If you dont know the heros, you dont know the units, dont know the planets or starwars history, I think it will be a lot less interesting. For me id rate it a 10. But for a non SW fan by standard, maybe only a 6. The learning curve took me about 2 days to learn how to play, 1 month to learn all the units and functions (in space) and im still not started land yet.
  4. Interdictors are just made to hold off bombers and buy time while the main capitals hammer the enemy capitals. Buying time may include jamming projectiles and forcing them to hyper in farther away. with enough interdictors, you could force the enemy to hyper in at their base if their main fleet is at yours. Buying much time to regroup and reinforce. Powerful as they may be, they are also weak. Interdictors and Crusaders provide a counter to the waves of missiles, they may be eaily destroyed in the process, but they are relatively cheap and quick building. I still dont like mass gunship against Imps. The only reason they are strong against the ZC is because mass drivers have little effect on them and the wide array of special weapons have little use too. examples: The shield drain from the Kedalbe lasts like .5 sec. The Gunboat shields are so weak so there is little to feed off of. The Agressor's specials are too slow to hit the gunboats even without the engine boost. Gunboats are fast, but they are also squishy, turbolasers can eat right through them. The Imps have turbolaser galore. They still make good mine scouts mind you.
  5. I also agree with all of that. I forgot to mention that boba and vader are great at dealing with bombers. Boba has his bomb and vader as you said is hard to kill. And if spamming B-Wings of Defender against the ZC make sure you have your sound on, it can let you know when they are about to self destruct. Against defenders and other fghters I like to have 2 marauders at the back of my fleet. The I very much under estimate the empire on fighter power as ZC or rebel. If I see a fleet of 4 capitals I often forget they also carry 4 bombers and 4 interceptors too. 8 squads are 8 squads and they still hurt! I used to do the MC30 line up with the cluster bomb overlap. But it took a lot of time and in the end, as I said, they take out your 2 launchers and you wasted 4000 credits. That is all true. I find the ZC wins by elimination. They have a counter to every ship while the other two factions need to pool their abilities (like han going to the back of the fleet to hyper in gunboats). ZC have it easy when it comes to countering. If you see an Acclamator spam what do you do? Vengence. If theres a strike squad of B-Wings at your base what do you do? Crusader. And Mon Cals? Kedalbe. I love it when the rebels use their shields on a kedalbe lol. For the ZC its a very easy and simple choice. Rebels are good at using small strike teams. Small but potent. Send a gunboat to retake a mine or distract the enemy with a few B-Wings. One MonCal can tank for a long time, but really needs backup to kill effectively. The Empire would be more brains over brawns. They only have a few "special" units and their capitals are just a bigger version of the previous (Much like the Rebs with the exception of the MC30). The Imps have to use their special units to their full potential. Scouts->Send strike teams to eliminate enemy mines unsuspectingly. Defenders->expensive but powerful against capitals when your turbo lasers are having a hard time penetrating a 120 point/second regen shield. Broadsides->defense against fighters. Interdictors->Overlap them to block out enemy hyperspace areas. No reinforcement=no death=win. They are also excellent at diverting projectiles. As powerful as they are, they are easy to kill as I said earlier. I really hate going against IG-88/2000 his area of effect is soooo big and the effect itself is devastating. Its like an ion cannon and a nebula combined.
  6. I just realized something.... Empire=Lasers Rebels=Projectiles ZC=Special weapons Thats why ZC and imps have units to negate projectiles, its to counter rebels. If this is true we must look at how and why projectiles affect each faction. Lets first look at Rebels vs ZC. The reason Gunboats are so effective is because their ships cannot counter the gunboats as well as the sheer laser power of the imps. The ZC uses mass drivers and special weapons. These are effective against bombers (mass drivers own B-Wings and other fighters) and Aggressor cannons are slow, even without boosted engines, one can avoid the blasts with a little micro. The ZC has very few ships emphasizing on ion cannons and lasers.(which the gunboats are weak against) Gunboats are also somewhat immune to self destructs. Gunboats can easily run from a dying aggressor or vengeance. Even if you dont run, if you space them out, the blast might only kill 1-2. Against Kedalbes gunboats are somewhat immune to its special ability. Draining the weak shield on a gunboat wont help it much. By staying on one side of the Kedalbe a couple gunships can rip apart the turbo lasers making the kedalbe very weak. As I said before, Gunboats are fast naturally. Keeping to one side and flanking the capital is easy. Hard point destruction should be Turbo laser->Mass Driver->Ion Cannon->Special Weapon->change sides. Leave the shield generator (the husk of a ship is now wasting 4 unit slots) Because of these weaknesses, the ZC has come up with the Crusader's point defense laser system. So in order to have an effective gunboat fleet, one must bring something the size of a Neb-B or bigger to take care of crusaders. Mon cals are expensive and slow Speed is key for this tactic. Summing up: Why are ZC weak against Gunboats? -Hard to destroy them -Few counters -Easy to control mines -ZC ships excel at eliminating Small fighters and Large capitals, but not intermediate ships. Now, let us examine the Imperial fleet. What do I see on the Acclamator? Turbo Lasers, concussion missiles, proton torpedoes and the standar hanger, shields and engines. Their progectile weapons wont last long because these ships are relatively weak. now what about the Victory? Same thing, tough ship....but an added ion cannon. And Thrawn, Piet and the ISD? One more ion cannon and a tractor beam. Now....what do you think the Imperial Tactic will be? Overwhelm with raw Laser power.... This is extremly powerful against Medium ships hence why Gunboats and imperials do not mix. Imperials can simply over run any opponent with sheer numbers because their fighters are garrison. However they too have a weakness. Proton torpedoes. Concussion missiles only come from the gunboat and thats out of the question. So who ya gonna call?! Not the ghost busters...but the B-Wings! Now why B-Wings over MC30s? Lets look at what an MC30 is. Its bigger than a corvette and smaller than a Liberty....its a medium ship. I dont care what the game says its strength are, ISD WILL OWN THEM. ISD will kill the MC30 or just knock out the 2 torpedo launchers before it can inflict any real damage. Knock out those 2 hard points and you just sent the Rebels into a 4000 credit debt! B-Wings are fast, and very effective against Imperial Capitals. The turbo lasers cant target the small fighters and garisson fighters are relatively weak. What is the Imp counter to The Bladewing? The Broadside and the Interdictor. In my experience, interdictors are excelent, but too weak. A moncal with the other side turned and boosting its shields can easily eliminate them. Broadsides are your best bet. Again, if the B-wings are destroyed, they cant hurt you. Broadsides can take out multiple squads of B-Wings with one stream of Diamond Borron Missiles. Now how does a Rebel counter this if the broadside is waaaaayyyy at the back of the Imp fleet? Get Han to do it solo, thats how. Pop on invulnerability and fly into the belly of the beast. Make a gunship quick and hyper it in right behind the broadside/s. Han and the gunships should make quick work of them. If you want it done faster, make 2 gunships. No Broadside=healthy B-wings=victory. Oh and you will need marauders in your back line to take care of the swarms of fighters. Of course the Imps can just scout your back line and hyper in an acclamator to squash the marauders, but they probebly wont be thinking of that with B-Wings pounding on Piet. Summing up: Why are Imps weak against B-Wings? -Hard to destroy them -Few counters (I didnt mention Tartans....dont use them, they will get eaten by the Mon Cals) -Deals massive damage against capitals. -Imps are good at eliminating medium ships, but not large or small. I wont state any build orders as each map is different and ill let you experirment for yourselves (if you like these tactics). And remember, this is only explaining key units, Im not trying to say my fleets are made of 25 B-wings or 12 gunboats, more like, Against ZC: (Tech 3) -3xAssault frigates -4x B-Wings -6x Corellian Gunships Against the Empire:(Tech 5) -Ackbar -2x Mon Cal Cruisers -6x B-wings -Han -Corellian Gunship This fleet can vary on curcumstance depending on what the enemy is using and doing however I find this to be the best balance. I know this was a ZC thread, but the post has lost of ZC relitive stuff.
  7. ....I have a new respect for gunboats (and you too ) I had a constant 6 out, 2 patrolling each of my 2 mines, and 4 in my main fleet. I did not use anything from tech 4 or 5 although I did tech to 4 to improve my base defenses. I made the mistake of getting cocky and forgot to keep making reinforcements. It costed me slightly, but in the end my fleet of Assault Frigates, B-Wings and Correllian Gunships (ABC) won. Once I got control of the sensor node and I felt safe of sneak attcks, I brought my fleet of 2 garrison x-wings, 4 B-wings, 6 gunships and 3 assault frigates to the pirate base. (this was on Kuat) My Hard AI ZC friend had a kedalbe (one of my fav ships) and zann, and another agressor and a couple of vipers, 4 skiprays (eaten alive by the gunboats), 2 crusaders, 2 vengeance and 1 Int-VI. I had all but 2 very badly injured gunboats left. He sent in another vengeance and it killed one of the gunboats before it could heal back from the repair station I made. However the last gunboat killed the vengeance. Things I learned: -Gunboats work very well when around a repair station as they can be fully repaired and functional unlike capitals with hard points. -Use Assault frigates to take out the nasty crusaders and their point defense lasers. -Use B-wings to destroy important hard points ie special weapons. -Use the gunboats to work off mass drivers.....they hurt fighters really badly. -If you must hyper in fighters near a vengeance, do it beside it or else you will be in its line of fire. I also found out Victories hurt Gunboats, I would not recommend this tactic against the empire because their capitals rip these guys apart fairly quickly if in small numbers. (2 victories and their possy will shred apart 8 gunboats) Overall I was extremely happy with the results. It was highly cost effective and I found the bane to my least fav ship, the Vengeance. Without having to tech up to 4 or 5 means you can constantly aply pressure to the ZC mines and base. (and when you do assault the base, make sure you eliminate the mass drivers so the B-Wings can do their dirty work.
  8. Thank you Dorkthehunter. I have the 1.1 patch, got it as soon as I got FoC. I cant imagine what they were like before the patch. Space and Land are equally important factors, one shouldnt be heavier on one than the other. RTS games with factions and races make it so each achieves the objective but in a different way. Regarding the ZC, in space atleast I usually stick around Tech 3-4. It doesnt matter if your oponent starts bringing up their tech 5 units and super bombers, with enough vengeance frigates you can decimate any fleet. (have at least 2 crusaders hiding around in case of enemy missile ships.) hold your mines and assalut theirs, when you have a good sized fleet and 2-3 vengeance in reinforcement, save up for tech 5. If they press forewards, hold them off by cloak/self desctruct to inflict as much damage as you can. Your next ships will be Kedalbe (my favourite ship after the Liberty http://i15.photobucket.com/albums/a368/hyprodimus/kedalbe2.jpg ^^) Now, you will probably still be on the defencive, you will need a couple vengeance and 1 starfighter (heros or vipers). To save up enough to kill, you need to pressure their base so they will send forces to counter, therefore relieving your main fleet. Its true, a good offense is a good defence, they cant hurt you if they are dead. You wont need much actually, send in your scout, and hyper in your largest ship. Tyber Zann alone can take out a tech 4 space station, you now you can concentrate on saving up for your main fleet. To sum up. -Mass Vengence -tech 5 -hyper in a capital at their base -build up fleet -"victory is mine!"/yours
  9. I agree, ZC are so powerful. Crusaders stop my projectile attacks leaving only lasers to kill. Have you noticed how accurate lasers hit Vengence ships? I had HomeOne and 2 Assault frigates and it had 1 60% damaged mass driver by the time him and his 2 friends ate through one of my Assault frigates. They are great against fighters too! If all else fails, they cloak and take you out with them. 3 of these ships, 1 Interceptor IV, and 1 aggressor (and Bosk) obliterated my 3 b-wings, Corvette, Marauder, HomeOne, Hutt base, and Assault Frigate. I like their ships very much, but they are just too powerful.

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